added support for darkage nodes in medieval and taoki type villages
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e461dce785
commit
bc2097b542
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@ -9,3 +9,4 @@ dryplants?
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cavestuff?
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moresnow?
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ethereal?
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darkage?
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@ -150,7 +150,11 @@ mg_villages.get_replacement_list = function( housetype, pr )
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{'default:wood', 'default:junglewood', 'mg:pinewood', 'mg:savannawood',
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'default:clay', 'default:brick', 'default:sandstone',
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'default:stonebrick', 'default:desert_stonebrick','default:sandstonebrick', 'default:sandstone','default:stone','default:desert_stone',
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'default:coalblock','default:steelblock','default:goldblock', 'default:bronzeblock', 'default:copperblock', 'wool:white'},
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'default:coalblock','default:steelblock','default:goldblock', 'default:bronzeblock', 'default:copperblock', 'wool:white',
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'darkage:adobe', 'darkage:basalt', 'darkage:basalt_cobble', 'darkage:chalk',
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'darkage:gneiss', 'darkage:gneiss_cobble', 'darkage:marble', 'darkage:marble_tile',
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'darkage:mud', 'darkage:ors', 'darkage:ors_cobble',
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'darkage:schist', 'darkage:serpentine', 'darkage:shale', 'darkage:silt', 'darkage:slate'},
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'default:wood');
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-- tree trunks are seldom used in these houses; let's change them anyway
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mg_villages.replace_tree_trunk( replacements, wood_type );
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@ -375,7 +379,14 @@ mg_villages.get_replacement_list = function( housetype, pr )
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-- some poor cottage owners cannot afford glass
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if( pr:next( 1, 2 ) == 2 ) then
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table.insert( replacements, {'cottages:glass_pane', 'default:fence_wood'});
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-- table.insert( replacements, {'cottages:glass_pane', 'default:fence_wood'});
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local gp = mg_villages.replace_materials( replacements, pr,
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{'cottages:glass_pane'},
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{''},
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{'xpanes:pane', 'default:glass', 'default:obsidian_glass', 'default:fence_wood',
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'darkage:medieval_glass', 'darkage:iron_bars', 'darkage:iron_grille', 'darkage:wood_bars',
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'darkage:wood_frame', 'darkage:wood_grille'},
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'cottages:glass_pane');
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end
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-- 'glass' is admittedly debatable; yet it may represent modernized old houses where only the tree-part was left standing
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@ -386,7 +397,13 @@ mg_villages.get_replacement_list = function( housetype, pr )
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'default:desert_stone','default:brick','default:cobble','default:stonebrick',
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'default:desert_stonebrick','default:sandstonebrick','default:stone',
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'mg:savannawood', 'mg:savannawood', 'mg:savannawood', 'mg:savannawood',
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'mg:pinewood', 'mg:pinewood', 'mg:pinewood', 'mg:pinewood' };
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'mg:pinewood', 'mg:pinewood', 'mg:pinewood', 'mg:pinewood',
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'darkage:adobe', 'darkage:basalt', 'darkage:basalt_cobble', 'darkage:chalk',
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'darkage:gneiss', 'darkage:gneiss_cobble', 'darkage:marble', 'darkage:marble_tile',
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'darkage:mud', 'darkage:ors', 'darkage:ors_cobble', 'darkage:reinforced_chalk',
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'darkage:reinforced_wood', 'darkage:reinforced_wood_left', 'darkage:reinforced_wood_right',
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'darkage:schist', 'darkage:serpentine', 'darkage:shale', 'darkage:silt', 'darkage:slate',
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'darkage:slate_cobble', 'darkage:slate_tile', 'darkage:stone_brick' };
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-- what is sandstone (the floor) may be turned into something else
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local mfs = mg_villages.replace_materials( replacements, pr,
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